Project:Sonic Lost World: Nonexistent Six/Fixed Edition; Sonic Genesis Adventure (Let's see how long this lasts :V)

Wiki edits:10

Lanzer, on 04 May 2012 - 01:14 AM, said:

Someone really needs to look more into this, it's literally the one thing stopping classic Sonic in 3D from actually working really well. If we just had the power of classic's spindash and the ability to go anywhere in 3D, then modern would have a run for his money.

Oh and that wave ocean thing is just awesome. I'm amazed, this game came out less then a year ago and already the hacking has progressed far beyond that of Sonic Adventure.

All the work has been fantastic on Generations and I'm really impressed. But don't ignore all the work that's been done on Sonic Adventure. Thanks to MainMemory and the work of others, it's completely possible to make custom levels in SADX as well.

Project:Sonic Lost World: Nonexistent Six/Fixed Edition; Sonic Genesis Adventure (Let's see how long this lasts :V)

Wiki edits:10

Turbohog, on 04 May 2012 - 12:06 PM, said:

All the work has been fantastic on Generations and I'm really impressed. But don't ignore all the work that's been done on Sonic Adventure. Thanks to MainMemory and the work of others, it's completely possible to make custom levels in SADX as well.

Nah I totally appreciate what they've done, but the speed that all this work has been done boggles the mind.

I'm kinda curious as to how the Adventure/2/Heroes levels would work in Generations. It would be quite interesting...

Not very well, you either have to scale the level up a ton, or redesign the entire thing due to the Sonic's wide turning radius in generations. His acceleration curve also is different enough to make the level designs not work well.

According to the editor the AABB for each model is the following:
AABB size for mesh chr_Sonic_HD: 1.12773, 1.10322, 0.765716
AABB size for mesh SonicRoot: 1.12773, 1.10322, 0.765716

Even if they're very similar, there's a lot of naming inconsistencies with bones and how they're used... trying to map one skeleton of animation to the other's model and viceversa just has some ugly results. If you want it to be accurate it's better to use the original model.

So while it seems the raw models are very similar(poly count differences), I can indeed confirm it's different ingame though! I think his animations are just too different...

Even the havok skeletons match up quite well... Perhaps the skeleton inside the model have too many differences instead.

Is there a chance that, for the sake of troubleshooting and/or analysis, you could upload a video demonstrating these "ugly results" that happen when attempting to remap one skeleton's animation to the other? It'd be nice to actually SEE just how the animations mess up. (I'm not trying to say that you should make the character animations a major priority, but it almost never hurts to let everyone else take a mental crack at it.)

I know this video is old, but at 0:17 but those rotating pillars don't quite seem to line up straight. Was it like that in the original game?

Do you mean the actual pillars or the platforms rotating around them? I don't see anything that looks misaligned to me, but I do remember an older Chunan video having some of the spinning platforms not lining up quite right...

The problem with the platforms is that the amount of types they have are hardcoded. There's at most 2 types of Platforms I think in Sky Sanctuary. The only way I've got to work with it is replace the models with the ones from Chu-nan(I don't do re-skins guys, geeze). So when I've got it working I will implement the one quarter platform(the ones you see in the video) and the full platform(I couldn't get it to work last time). The Half and three quarter platforms have to be made up from the one quarter ones, hence the aligning problems since I was pretty much guessing what Phase/Rotation values were needed.

The problem with the platforms is that the amount of types they have are hardcoded. There's at most 2 types of Platforms I think in Sky Sanctuary. The only way I've got to work with it is replace the models with the ones from Chu-nan(I don't do re-skins guys, geeze). So when I've got it working I will implement the one quarter platform(the ones you see in the video) and the full platform(I couldn't get it to work last time). The Half and three quarter platforms have to be made up from the one quarter ones, hence the aligning problems since I was pretty much guessing what Phase/Rotation values were needed.

Just out of curiosity, does using multiple one-quarter platforms instead of one half- or three-quarter- platforms make any difference performance-wise? (Also, again, is there a chance that you could show us those "ugly results" for the skeleton animation reassignments?)